Apocalypse Centipede Swarm
Centipede Swarm
N Diminuitive Vermin (Swarm)
Init +4;
Senses darkvision 60-ft, tremorsense 30-ft; Listen +0, Spot +4
Auras fear 100-ft (DC 13)
AC 20 (+4 size, +6 Dex), touch 20, flat-footed 14
hp 63 (14 HD); fast healing 10
Immune weapon damage;
SR 18
Fort +11,
Ref +11,
Will +5
Speed 40-ft, climb 40-ft
Melee swarm (3d6 plus poison)
Space/Reach 10-ft/0-ft
Base Atk +10;
Grp +0
Atk Options Distraction, poison
Def Options Dodge, splitting, swarm traits, vermin traits
Abilities Str 1, Dex 23, Con 10, Int -, Wis 10, Cha 2
Feats Ability Focus (distraction)
B, Dodge
B, Weapon Finesse
B
Skills Climb +14, Listen +0, Spot +4
Distraction (Ex): Any living creature that begins its turn with an apocalypse centipede swarm in its space must succeed on a DC 14 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.
Fear (Su): Each creature within 100-ft of an apocalypse centipede swarm that witnesses it bringing down another creature must succeed on a Will save (DC 13) or be frightened for 1-min. Success leaves the creature shaken for 1-min but does not negate the need to make a new saving throw for each such incident. Fear is a mind-affecting fear effect.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Splitting (Ex): When an apocalypse centipede swarm takes more than 10 points of damage from a single attack, it splits into two identical apocalypse swarms, each with ½ the hp that the original swarm had when it split (rounded down). An apocalypse centipede swarm with 1 hp cannot be split, and one with 0 hp is dispersed as normal.
Each piece of a split apocalypse centipede swarm can heal damage normally, up to the number of hp it had upon formation. Healing damage does not allow the swarms to recombine.
*Skills: An apocalypse centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.